/Engine/Source/Runtime/Engine/Classes/Engine/StaticMesh.h
UStaticMeshComponent
class UStaticMesh : public [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset), public [IInterface_CollisionDataProvider](API\Runtime\Engine\Interfaces\IInterface_CollisionDataProvider), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData), public [IInterface_AsyncCompilation](API\Runtime\Engine\Interfaces\IInterface_AsyncCompilation)
TObjectPtr< cla...
AssetImportData
Importing data and options used for this mesh
TArray<TObject...
AssetUserData
Array of user data stored with the asset
TUniquePtr<FSt...
AsyncTask
uint8: 1
bAllowCPUAccess
If true, will keep geometry data CPU-accessible in cooked builds, rather than uploading to GPU memory and releasing it from CPU memory.
uint8:  1
bAutoComputeLODScreenSize
If true, the screen sizes at which LODs swap are computed automatically.
bool
bCustomizedCollision
If the user has modified collision in any way or has custom collision imported.
uint8:  1
bDoFastBuild
uint8:  1
bGenerateMeshDistanceField
Whether to generate a distance field for this mesh, which can be used by DistanceField Indirect Shadows.
uint8: 1
bHasNavigationData
If true, mesh will have NavCollision property with additional data for navmesh generation and usage.
uint8: 1
bRenderingResourcesInitialized
Tracks whether InitResources has been called, and rendering resources are initialized.
uint8:  1
bRequiresLODDistanceConversion
If true on post load we need to calculate Display Factors from the loaded LOD distances.
uint8:  1
bRequiresLODScreenSizeConversion
If true on post load we need to calculate resolution independent Display Factors from the loaded LOD screen sizes.
uint8:  1
bSupportGpuUniformlyDistributedSampling
If true, a GPU buffer containing required data for uniform mesh surface sampling will be created at load time.
uint8:  1
bSupportPhysicalMaterialMasks
If true, complex collision data will store UVs and face remap table for use when performing PhysicalMaterialMask lookups in cooked builds.
uint8:  1
bSupportRayTracing
If true, a ray tracing acceleration structure will be built for this mesh and it may be used in ray tracing effects
uint8:  1
bSupportUniformlyDistributedSampling
Mesh supports uniformly distributed sampling in constant time.
FGuid
BuildCacheAutomationTestGuid
This transient guid is use by the automation framework to modify the DDC key to force a build.
TObjectPtr< cla...
ComplexCollisionMesh
float
DistanceFieldSelfShadowBias
Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh's vertices.
FAssetEditorOrb...
EditorCameraPosition
The stored camera position to use as a default for the static mesh editor
int32
ElementToIgnoreForTexFactor
Indexof an element to ignore while gathering streaming texture factors.
int32
ImportVersion
The last import version
int32
LODForCollision
Specifies which mesh LOD to use for complex (per-poly) collision.
FName
LODGroup
The LOD group to which this mesh belongs.
TArray<FMateri...
MaterialRemapIndexPerImportVersion
FPerQualityLeve...
MinQualityLevelLOD
PerQuality override.
FMeshNaniteSett...
NaniteSettings
Settings related to building Nanite data.
FPerPlatformInt
NumStreamedLODs
If non-negative, specify the maximum number of streamed LODs.
FOnExtendedBoun...
OnExtendedBoundsChanged
FOnMeshChanged
OnMeshChanged
FRenderCommandF...
ReleaseResourcesFence
A fence which is used to keep track of the rendering thread releasing the static mesh resources.
TArray<TObject...
Sockets
Array of named socket locations, set up in editor and used as a shortcut instead of specifying everything explicitly to AttachComponent in the StaticMeshComponent.
TSharedPtr< cla...
SpeedTreeWind
Data that is only available if this static mesh is an imported SpeedTree
TObjectPtr< cla...
ThumbnailInfo
Information for thumbnail rendering